A number maze is a k ×k grid of positive integers. A token starts in the upper left corner and your goal is to move the token to the lower-right corner. On each turn, you are allowed to move the token up, down, left, or right; the distance you may move the token is determined by the number on its current square. For example, if the token is on a square labeled 3, then you may move the token exactly three steps up, three steps down, three steps left, or three steps right. However, you are never allowed to move the token off the edge of the board. Design and analyze an
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- Active buzzer project: Write an algorithm for the below code for all steps. Then write a conclusion (test&debug) for the code. Also, write comments for the code explaining each line.arrow_forwardy = (z - x) 2 + (у--); if x=2, y=6, z=10arrow_forwardcreating a roulette wheel. The pockets are numbered from 0 to 36. The colors of the pockets are as follows: Pocket 0 is green. For pockets 1 through 10, the odd-numbered pockets are red and the even-numbered pockets are black. For pockets 11 through 18, the odd-numbered pockets are black and the even-numbered pockets are red. For pockets 19 through 28, the odd-numbered pockets are red and the even-numbered pockets are black. For pockets 29 through 36, the odd-numbered pockets are black and the even-numbered pockets are red. Create a class named RoulettePocket. The class's constructor should accept a pocket number. The class should have a method named getPocketColor that returns the pocket's color, as a string. Demonstrate the class in a program that asks the user to enter a pocket number, and displays whether the pocket is green, red, or black. The program should display an error message if the user enters a number that is outside the range of 0 through 36.arrow_forward
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